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Messages - Sega Chief

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226
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-22 12:05:55 »
ahoy folks,

my new years resolution was to start working on a small side story with Aerith running around midgard and selling herbs/flowers.
I got the game engine script by Joshua and the qhimm team and am currently reading through it.
do you guys have any additional documentation/tips/tutorials on how to access the field module and modify scene transitions/characters/script?

much appreciated :)

You'll need Myst6re's Makou Reactor tool: http://forums.qhimm.com/index.php?topic=9658.0

This opens the game's flevel.lgp in data/field (or if you open a PSX disc with it, it'll open the FIELD folder contained inside with all the .dat field files). Each field contains script groups with an init, main, talk, contact, and then numbered scripts.

Some quick pointers:
Each field will contain 'groups' which are actors, objects, or just script containers for the game to read & execute script from. Generally each will have these types of scripts (except for Line groups, more later):

Init: Is read when the field is loaded. The game will read each actor/object init script in sequence. Try and avoid putting any looping logic into these scripts for if the game is unable to exit one of these loops in an init script, the field will never finish loading. These are usually used to place actors on the field and set starting parameters like music, etc. Think of it as setting the stage before the curtain comes up and shows you what's on the screen.

Main: These always run after the field is loaded. Usually used to have characters do things in the background, or to make a scene trigger automatically when you enter the screen.

Talk: Activates when controlled actor talks to this object.

Contact: Activates when controlled actor makes collision with this object.

Script 3-30; these only run if they are specifically called by field script elsewhere. If an empty script is called (try and avoid this) it will check the next script above it until it finds code to run.

Scripts can be called in three ways:
Synchronously: The calling script will wait until the called script has finished before proceeding.
Asynchronously (Wait): The calling script will continue while the called script plays independently of it; if the actor is busy then the request to run a script will queue and execute when available.
Asynchronously (No Wait): The calling script will continue while the called script plays independently of it; if the actor is busy then the request to run a script will silently fail.

The game can run something like 8 script concurrently. Usually this is more than enough, but if you get too liberal with the use of Main scripts and don't properly terminate scripts that you run then you can end up chokepointing the engine which will cause new scripts to not run or a softlock. When executing scripts, remember to terminate them properly with a return opcode.

There is a different type of object with different script groups; it's a Line group. These are event lines that activate when crossed by the player and are drawn by 2 sets of coordinates. These lines can be cleared/set based on different conditions. Some activate on contact, others require that the player push Confirm (Turtle Paradise flyers for instance).

The game uses variables to manage its logic. There are several 'banks' which can take 1byte or 2byte values. One important thing to note is that the locations used to write 1byte and 2byte addresses are actually the same. An example below:

To write a 1byte value to a bank, you'd use [1][100]
To write a 2byte value to a bank, you'd use [2][100]
[2][100] will read/write values to [1][100] and [1][101], so if you wrote a value to [1][100] and then wrote another value to [2][100] believing it to be a separate memory location then you'd accidentally overwrite the value held at [1][100] so keep that in mind.

Just in case, a 1byte value is 0-255 (in hex this is 0xFF) so you can't push a value higher than 255 into a 1byte memory address. To achieve a higher number, a 2byte value is needed and can reach 65535 (in hex, this is 0xFFFF; in other words, it's two 1-byte values read together).

Bank 5/6 is where temporary variables are stored. Any value held here will be lost once you leave a field, so only use this for temporary handling like dialogue decisions.

In order to more efficiently use variable space, the game will often use bit flags on each variable instead of writing a value to it. These are shown in the tool as 'Bit 1 ON' or 'Bit 0 OFF'. Each 1-byte address can hold 8 'bit flags' which is efficient for things like flagging when items have been picked up as instead of having a separate variable tracking each item we can have 1 variable track 8 item pickups instead. Each bit flag adds a value to the address which, when all are toggled, will add up to 255.
Bit 0: 1
Bit 1: 2
Bit 2: 4
Bit 3: 8
Bit 4: 16
Bit 5: 32
Bit 6: 64
Bit 7: 128
If you picked up the item that uses Bit 0 and the item that uses Bit 7, then the variable would have a value of 129. In this way, the variable can have unique values for the game to evaluate against and check if certain items have or have not been picked up. Bit flags like this are used for other tasks as well, such as event management, so you'll need to get used to seeing them and using them. Just think of them as 8 flags you can turn on and off for a variable.

The Makou Reactor tool can tell you what variables are used or not, but some modules outside of field will use certain variables. To be safe, use [11][255] if you need to use new variables and work your way down from there.

In order to learn how to do things, the best way is to study the scripts that exist in the game but I would avoid looking at the Midgar fields as these are much less consistent between each other and seem to have been built at varying times during development (so the method for doing things is a bit less efficient or flat-out different in some cases which can be confusing). Think of a scene you're fairly familiar with and which is easily triggered from a nearby save point and then study the scripts that make it happen to get a better idea of how things are put together and executed.

Last thing: Save (and test) Regularly.

227
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-19 08:56:13 »
i installed 7th heaven and added this mod to the subscriptions.

installed mod and launched game through 7th heaven.

started a new game, and it always crashes on the first screen when i open the item menu or enter the first battle

NT 2.0 is the only mod im running.

manually installed it using the MEGA download link version and it works fine, so presumably it's just a 7th heaven issue

are there any UI mods that play well with this? i can't get any of them to work

That's the easyhook part of 7th Heaven trying to write changes to the executable and failing. NT and UI mods are compatible, but UI mods also target the .exe so until this issue is sorted out you probably won't be able to get it up and running properly. It looked like in the Discord you had it set up properly (when the materia equip effects changed) but then did a reinstall and it went back to vanilla and presumably it's now busted again.

228
Support / Re: Can't toggle Field Music on New Threat
« on: 2021-01-14 23:40:26 »
Hi!
So I've installed NT via 7th Heaven and everything is working fine except for the option "Toggle Field Music" which when enabled at a save point still plays the battle theme during encounters.
Have I missed something?
Thank you!

Yeah it's a known bug in the current build, it'll be fixed in the 2.1 update.

229
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-14 21:35:21 »
I dunno about that, over all the years in vanilla and modding I've never had a 100% drop fail. The cause is likely data, there was a weird bug where Demon's Gate wouldn't drop powersoul for instance. I think the value set in the tool is then used in conjunction with the item ID to arrive at the actual value to write to the scene so there's maybe instances where that can be set wrong internally. I got past it last time by just setting a couple more as item drops and it sorted it out which is what I'll do here.

230
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-14 16:56:30 »
By any chance, were you able to create a more customizable source upgrade menu?

I'll give it a go for this 2.1 update.

Hey, I was still lurking around to check if there were updates, and I saw a few messages which made me wonder something about a certain boss :

Spoiler: show
Is Ozma supposed to be dropping something? I beat him twice (once by accident and another time in a more legit way), but I never got anything from him, is it only in Hard Mode maybe?

You told me in an earlier version to forget about the Inert save points so I kinda did forget about them, but apparently it's related so I'm really getting curious now.


Nevermind, I went to try it again in a backup save keeping those four clues in mind and I got the item. Are they missable though? Since I wouldn't have gotten it if I tried it before and I would assume he doesn't respawn.

Editing again because I'm an idiot and didn't read the Changelog addressing this issue. :D
Guess the clues weren't for this.

Supposed to drop an item, yeah.

231
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-11 22:36:25 »
Hey,

I have encountered another issue related to Fort Condor. I got the notification after talking to Shera the first time in Rocket Town (at the Tiny Bronco), but the teleport guy is nowhere to be found. There's an NPC in town with his model, but that's not him.

I hope that the item reward for this battle isn't sought-after; there's no way I'm trekking back to Fort Condor lol.

In any case, thank you for keeping this mod updated. I love it. I might just do a Game Type B right after.

I think he's sitting in Cid's green car inside his house.

Hey playing NT 2.0 with  all grapich mods now i have a problem  when i get to mithril cave the where you orginal unlock source upgrade at savepoints it itsent there for some reason have you moved it or tok it out of the game havent played since NT 1.5 ?:P

The source thing in 2.0 is now first accessed after reaching Costa Del Sol, a notice about it will pop after clearing the Cargo Ship boss.

232
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-10 14:42:25 »
So I think I maybe just discovered my first weird thing with NT Vanilla and Level 1.

The Enemy Skill materia is supposed to be in the specimen container thing after defeating the boss, right?

Not sure what is causing it not to spawn.

It might just be that I either forgot to re-add it to the field, or the var that handles it was recycled to be used for something else and so it's been flagged as picked up. I would add it via save editor. The vanilla combat version was put together fairly quickly with some scripts having to be put back to the way they were so it's likely to have some oversights in there.

233
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-09 16:07:23 »
I think I've sorted it.

I'm going to be streaming NT 2.0 A type tomorrow evening at 7. Shameless plug but if your interested come take a look and abuse me in the chat. twitch.tv/jrpgjarryd

7 on the dot is when I join a FF14 raid for 3 hours, but if you're still going by then I'll drop in.

234
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-09 12:40:08 »
Is the Boss in the Red Materia cave the only way to get Mustard Bomb in 2.0? I kinda Stop-locked it and I never got the Enemy Skill  :?

I can't actually recall now, will add it onto another enemy if so.

Thank you, Sega Chief. It's much appreciated.

Other bug I have encountered: the fort condor battle notification does not always appear. It has appeared the first couple of times in Junon (before and after the boss), but not after that. I just finished the Cosmo Canyon dungeon, and the notification also did not appear despite a new battle having been triggered. The teleport guy is there though, at least. But yeah, the player has to check a guide to make sure that they don't miss any battle.

I'll check into that.

Hey SegaChief,

I'm planning to stream some FF7 new threat tomorrow evening so I've done a clean install of 7th heaven and NT to get everything ready.

I seem to have a problem with my music dissapearing. After a battle the music just stops.

Any idea what this might be? I've tried completely removing everything and reinstalling etc.

I vaguely recall having an issue like this before but I just can't remember how I rectified it.

Thanks

Not sure, to be honest; I would jump into the 7th heaven support thread (or discord) to get some assistance debugging that.

235
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-09 01:15:59 »
Sweet. Just want to say that one of these toggle option issues is the field-music-during-battles toggle. Sometimes it works, sometimes it doesn't. And even when it works, the victory music still plays at the end of battles. I would prefer if it didn't, as it messes with the immersion.

I think the battle music should only play in scripted battles (such as bosses). As for battles on the world map, I keep going back and forth on that. I think maybe having field music play during battles on the world map could be a separate toggle? I don't know how others feel about this. I'd like to try having the world map music play during battles on the world map, to see how it feels.

I'm not sure what happened with it, it'll be fixed and working as intended for the 2.1 update along with the other toggle flags.

Okie dokie.

And just to confirm, there shouldn't be a conflict between your NT Vanilla and your Lv1 Challenge mod?

I'm not sure, I think the scene.bin in vanilla combat is mostly default but there may have been alterations made where it was unavoidable. I'd save often.

236
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-08 13:34:56 »
Okay so 7th Heaven appears to be the problem with Vanilla Combat. I was asking about the music because Barret didn't ask me to choose Regular or Field when I turned it On and then started up a new game. Every other mod has worked perfectly, including the other versions of NT, but for some reason this wouldn't work.

I did a standalone install though and now I'm getting the little popup after starting a new game as wel as Barret asking about music.

I also just used your files from Lv1 Challenge and dropped them in the FFVII folder after installing NT Vanilla. Nothing is imploding right away so I hope that means everything is compatible.

I'll check into the IRO over the weekend, maybe it's not set up properly or something.

237
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-05 02:19:58 »
Can I ask something else... someone may tell me where is the MP absorb materia??? I am in 1.5 version and I can't find it.

If I recall, should be in Wutai upstairs in the 'Cat House' (stairway is obstructed until Yuffie's materia theft sidequest is finished; need to press OK/Circle to climb the stairwell at the back).

Hi! Big fan of NT. Just beat the final boss yesterday and now try to 100% it.
I do have three late game questions (Gamemode Type B, 7th Heaven Version 2094).

Spoiler: show
1: I've beaten Ozma and recieved the ???? item. I understand that it is a repurposed Savepoint Crystal item, as I can only 'use' it from the menu and only in the Northern Crater. However, using it does nothing. Is there an actual use for this item? Because the description for it sounds like it.


Spoiler: show
2: Inside the Northern Crater, there are four black / red savepoint crystals arranged around the giant green light in the forested area (I think the Wiki calls the area Light Cavity). Interacting with the save crystals pops up a message saying 'Inert'. And nothing else. Am I missing something? And if yes, what exactly?


Spoiler: show
3: In the Great Glacier, I found the Silver Chocobo. After feeding it Pahsana Greens it 'whispered secrets into my ear'. Now I believe the first part of every clue refers to a location, but the second part makes absolute no sense for me and I am pretty lost. I really wish to discover what's behind those clues.


I really hope you can help me with my questions. All the best, and happy new year!

All those three things are directly related to each other.

Following up, I was able to learn it from the second enemy.

Small bug report: I'm in the Temple of the Ancients, and the dialogue boxes in the "flashback" with Sephiroth and Tseng didn't load. On 2.0 type A.

Do you have a field model mod in there? It seems that for whatever reason, those dialogue boxes won't display for that particular scene if one is enabled (think it was the Kalderasha one).

So can anybody tell me if 2.0 Game Type A removes the new endgame sidequests and the like?

I pruned them down; Dark Cave isn't in there anymore, and not all characters have a battle for their Lv.4 Limit Break. Ultimate Weapons are picked up either from fights or just as pick-ups from field screens (like the last screen of Ancient Forest for instance). A follow-up patch (2.1) is in the works to add some stuff while also reworking hard mode and fixing some flaws in the toggle options.

So i have an issue. I just completed the Pagoda, and Godo didn't give me the leviathan scales even though he should according to the documentation.  Is there any way to fix this

These are given on the Disc 3 2nd visit to the Pagoda, when a 2nd battle against Godo is completed. This should go ahead if the 1st visit was skipped (Yuffie needs to be in the party).

Hi there,

i'm new to this forum and basically set up an account to give feedback on the NT mod. I've played through most of the content and i'm certainly liking this mod a lot. It's changes are brilliant.

For reference: I'm playing NT 2.094 Type B

I'll split my feedback up into praise and bugs / oversights.

For the praise:
  • The changes to story and progression are really smart, funny and in my opinion at times make more sense than the actual game... Great work!
  • I like the fact that almost everything is still available in the post-game.
  • I played no hard-mode and found the difficulty to be pleasing. Especially with being mostly forced to morph enemies to get valuable items it is on point, i think.
Spoiler: show

  • I hope the fact, that Aeris can use Cid's Scimitar and Spirit Lance are intentional. :)
  • I love the post-game edits, like how you obtain final limits and weapons etc.
  • The Masamune was a surprise. At first i thought it was a weapon for Vincent, because of its item symbol. That was surprising already, knowing the Masamune is a blade... When i realised it can be wielded by anyone, i was surprised yet again. :)
  • I really liked the boss changes that have been made. They spiced up the game quite a lot!


For bugs and / or (possible) oversights:
Spoiler: show

  • The 1/35 Soldier during the Midgar Raid is bugged and gives a Vaccine instead. This has been mentioned several times in this thread:
    This prevents you from getting the Omni Plus Materia. Using a save state editor to give you one more 1/35 Soldier helps in that case though.
  • The Solar Armlet can seemingly be only gotten from Battle Square Set #1 and Da Chao Cave. I figured this out to late and am now stuck with only 1 Solar Armlet. :( It would be nice, if this was a morph / drop / steal on some enemy, too.
  • The Voltaic / Bolt Armlet seems missable as Stilva cannot be refought after finishing Gaea's Cliff. Or is this possible through this mod?
  • Four Slots are missable, as the Costa del Sol shop changes it's inventory from Disc 2 on. The documentaiton says it's obtainable through Junon, but that seems to be wrong.
  • The Risk Ring is supposed to be buyable in Mideel. It is not. The only way i found it is by stealing it from Ultimate Weapon when fought in Fort Condor. This makes the Risk Ring missable.
  • Also, the Guard Ring and Relic Ring Steal from Ultimate Weapon are swapped in the documentation. The Guard Ring can be stolen, when fighting Weapon in Corel. The Relic Ring, when fighting Weapon in Gongaga or the Crater.
  • The Javelin is missable. You can get it from the Weaponsmith in exchange for the Mythril Key Item. But you are also able to chose the Silver M-phone. Now, the Silver M-phone is available on Disc 3 through a Junon Shop, the Javelin is NOT! And on Disc 3 you cannot exchange the Mythril anymore either, so you'll have to pick up the Javelin on Disc 2, if you' want it for completion.
  • The item Mako Stone is, by documentation, unplaced/unused. It can be obtained by morphing the Mover enemies in the North Crater. The Excel table that is referenced for drop/steal/morph is stating a Tissue item as the morph. I got the Mako Stone, though! Or ist this just a renaming issue?
  • In the North Crater there is a chest with a Cauldron on the right path (2nd screen). If you open that chest from the previous screen through menuing before the screen actually changes, you can reach that chest and it contains a new "New Game+". But it's not an item or key item. Is this a joke / intentional?
  • In the Corel Prison i am not able to find the Magic Counter Materia, that is supposed to be there. The only thing i found was a "Lv.3" All Materia (4 stars) in the house on the first screen. Where is the Magic Counter Materia supposed to be?
  • When figuring out the Glacier Chocobo by giving it all possible nuts and greens i found the name change option. I "used" it on Cloud, leaving his name unaltered. Later in the game, Cait Sith was referred to as Cloud, and indeed his name was Cloud at that point. I renamed him through the use of the Chocobo and it worked. Is it possible, that there's an error with the name changing feature?


That's all i can remember right now. But maybe it's already to much to read anyways... :/

Glad you liked the mod; as for the bugs and oversights, I've taken a note of these and will try to add in the missable items for the 2.1 update (which will hopefully be the last update). The rename screen is an awkward one that apparently affects Cait Sith when renaming Cloud, so it'll need to come out unfortunately.

238
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-22 22:32:55 »
Is there a way to earn a second Mythril key item?
I've been to the Weaponsmith's place to pick between the Silver M-Phone and the Javelin (chose Silver M-Phone) but i'm not certain there's a way to get the Javelin since the method to get multiple Mythril items seems to have been removed.

Don't think there is, Javelin is available in a shop on Disc 2 Junon I think.

I just got back to new threat after I finished 1.5 6 months ago. So I just started but wanted to report I also ran into the problem of the second scorpion boss being blocked behind a gate even after saving jessie and biggs. I literally can't progress. I'm going to try what someone else said and turn off all other mods just to pass this part but it makes me think it is a model issue as I have model mods and it looks like biggs never makes it to the elevator. Anyways just wanted to post that this is still an issue. Thanks for the awesome mod SegaChief, I loved 1.5 and I am super excited to play 2.0 now.

Do you have the Jessie in Reactor 1 mod on by any chance? It's either that or perhaps there's a way to break the script by arriving without Jessie initially or something.

Hey Sega Chief,

I wanted to ask if there was any work done on this that you wrote a few years ago

When he finalises his translation I'll look into making a port as I'll probably need to transfer the text into NT files manually and make adjustments where needed for the event scripting alterations.

239
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-20 13:39:19 »
Seems to be fixed now, maybe after a restart. Sorry for the confusion

This game has multiple entries for certain enemies, so it may be the case that one of them is defective while the others are functioning. I'll check into it in any case.

Spoiler: show
Sephiroth throwing you the sneak attack materia in the Shinra Mansion was clever. I love it.


He's quite generous, although as of the latest patch he's a bit too generous during the flashback.

Hello to all, can I ask some questions please? sorry it has some SPOILERS...
Spoiler: show
1.- In Vincent's lv 4 limit break sidequest, if I understand well, Lucrecia turns into a monster because of the Jenova cells, Vincent kills her and he finishes with a silent sentence ".........." and that is all? Could it has more words or a little more plot? just curious Chief hehe
2.- Would there be a new threat 2.1 ? Or this version 2.0 is the last one?
3.- I am after the cutscene when Cloud asks the party to visit their homes and before entering North Crater, I can now do the lv 4 limits sidequests, what order do you recommend me to play? Visit North Crater then the lv 4 limits then gold saucer, etc... or what order you recommend me? Thanks


2. There is a 2.1 content update in the works. It'll be adding Extra Battle and some other things for end-game. I'll also be re-doing the Hard Mode and fixing the flags for it. Various fixes for bugs, script oversights, etc. as well and some rebalancing for some encounters (Underwater Reactor for instance).

3. I balanced everything in 2.0 to match up with a Disc 3 party that hasn't min-maxed yet so any order should be fine, though if you find something to be trickier compared to the others then it could be an idea to do something else then use what you get from that to help with the other things.

I would try and gather up the 'free' stuff first that isn't locked behind fights like Barret's Catastrophe Limit Break or Tifa's Final Heaven Limit from the piano in Nibelheim, then focus on getting things for any characters you primarily use. The documentation should have a list of things with their location.

I've loved this mod for a long time, and I'm glad to check back in with all new changes. Really is some amazing stuff. I don't have the word to express how fun and heartwarming this mod is. It feels fresh, but still familiar at the same time.

Checking out Type B at the end of Disc 1 - I have to ask.

Spoiler: show
Is Aerith gone forever ins Type B or am I missing something? The upgrade system was a tip off to her being gone, but I thought I'd ask.


I really like the changes to how Materia weight on stats. Before it was chore to juggle some Materia if you trying for certain build type. Now it's closer to Vanilla where it doesn't matter too much enough to say 'I shouldn't do this'. While some are build and stat defining. I love it.

Type-B has been a blast, with all the new fights, and story elements. Although I'd wish for a minor change if my question above is true. Is an option for otherwise. But in general I've binged CD 1 in single sitting. If that is indication of how much I love this mod.

I hope to see more in the coming time.



The method behind that was changed:
Spoiler: show
if she survives the battle after being revived by the boss, then she stays on as a party member and the SP upgrades also change to reflect that.


Feedback on Materia over the years generally arrived at the same point; it was making stats too lop-sided when trying to set up certain combos. So for this one I went a lot more toward bonuses than penalties.

240
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-16 15:44:49 »
I'm almost done with where disc 1 would end. I was wondering if anyone would know where I can get the double-cut materia or whatever it's been replaced by in this mod. I would very much like to make Tifa a beast  8)

In 2.0 it's found in the Sacred Fire Cave of Da Chao in Wutai; you'll need leviathan scale to clear the fire which is acquired from the 2nd Pagoda visit (Disc 3).

Spoiler: show
OK, cool; I'll give it a shot, see if it does do anything weird mechanically. Quick question, that I couldn't find info on in the docs, regarding game types: Does Game Type A still let you keep Aeris? Or is that one of the scenario changes in B?


Spoiler: show
Available in both, it depends on how the battle goes. Halfway she'll be revived by the boss and attacks the party; if she survives the encounter then she sticks around after, if not then you'll get a Ribbon instead.

241
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-15 11:33:37 »
Is the reunion version of this mod compatible with reunion's 60fps battle animations? When I played it last, I remember you having new/custom animations for various enemies, and I wasn't sure whether those would work at the same time as the 60fps interpolated anims.

The issue is that the 60fps mod directly replaces the animations with interpolated ones so any new enemy entries added won't have these interpolated animations. The mod will work, but if a new enemy is fought then it'll have faster than normal animations. I don't think it affects the game mechanically though.

So uhh... how do you beat the level 27 soldier 3rds on the second reactor? I literally cannot survive no matter what I do. I'm only level 10.

Normally they're lv.18 but it sounds like you've got hard mode on. It's probably a bit too much with the pincer set-up so I'll take a look at it, but for now here's a potential battle plan.

They can be hit by any status ailment, so one option is to get Cross Slash and Mindblow unlocked as the former will paralyse an enemy, and the latter will Confuse/Berserk one enemy (if the mod's .exe changes are applied). These take priority so if used at the start during the first enemy's turn, they'll go through next and incapacitate the remaining two enemies. After getting the battle under control, I'd maybe leave one enemy alive to rebuild Limits so that they can be used going into the 2nd phase.

Deadly Waste items can be obtained in Reactor 5 from Smoggers either through Drop or Steal. They'll deal about 440-480 damage to all targets and have a good chance of inflicting Poison. They'd definitely be worth getting a hold of as it deals more than half their HP as damage and Poison status could finish one or two off while you go defensive.

Seems like upgrading stats was moved from the mythril mine in Type B? When do you first encounter it now to unlock the context in the save menu? Thanks.

Also the Nerosuferoth's AI in Junon area seems broken? They don't do anything at all.

Costa Del Sol has the first opportunity to do it at the save point.

I'll check their AI if they're inactive.

242
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-11 15:47:52 »
I'm stuck on bombing mission :(
Started new game type B, go to reactor, defeat scorpion, running from reactor and when i go out form elevator Jessie and Biggs are laying on floor, second scorpion waiting behind bars and i can't interact with nothing, he not attacking, can't talk with Jessie and Biggs, only thing i can do is open elevator and back down.
Any idea what's wrong and how to fix ?

Not sure, did you talk to Jessie on the way up? It might be that I haven't set a handler for when the player doesn't help Jessie get unstuck on the way back up like in the default game.

243
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-05 17:30:47 »
Hi i just did this boss like yesterday.
As for Jenova Death i made it the first try.

I play Cloud as an all-rounder invoker tanky with 5600 HP and some 1/2 elemetal defense with "elemental materia" and one of the nice ring
I put Barrier and Mbarrier permanently and he has Life 2 and Phenix in case of KO.

Spoiler: show
Aeris is less tanky with 2500HP, back row and high spirit but low vitality. I launch haste + all at the start of the fight and restore all character if i need or launch high magic.


Barret is physical tank and attacker with high strengh, dexterity and vitality always with "hyper" status to improve limit rate.

When the add pops, i don't remember to received a lot of attack. Cloud has around 120 magic stats and with 2 x Magic Breath from Ennemy Skill materia, all adds vanished... I was around lvl 45 when i did the fight.

I really think you have a problem of defense and speed. Maybe rethink your materia, and equipment to boost defense and dexterity.

I can send you my fitting or check yours if you wish. Don't hesitate to mp me if you want.

Good luck!


@Sega Chief: when can we start the lvl 4 and ultimate weapons quest you created? Where do we find indications to start it?
Via menu, "Renew" doesn't revive, it only can restore

Disc 3, after visiting the bottom of the North Crater typically unlocks everything. There isn't one for every character in 2.0 though. Renew is Full Cure so the menu function retains that, I'll have a look at changing that in the future.

Yeah I am Lv 39 with Cloud and Tifa. I will just level up a bit and try again. Maybe my speed is to slow.

Edit: Leveled to 44 everyone, now I can't beat Carry Armor :D
Except Tifa my mage, my physical attackers feel so useless. Can I respec somehow so everyone goes full magic build?

Edit2: Nah, I don't want to play the mod anymore. It is a little too annoying to me. Carry Armor counters almost every attack with some heavy AOE and then afterwards he uses Lapis Laser 3.

Yes I use barriers, but they ran out before the attack.

I think next year I gonna try out the Type B mode.

I'll review this section; I remember the Carry AI being a bit irritating to people for its counter-heavy setup.

Where can i find Mr. Smile in NT 2.0?

After the Cargo Ship, you can access it from Save Points from then on. There was one added to Costa Del Sol's entrance.

Question about the location of Princess Guard...

Spoiler: show
I'm looking in the Ancient Forest Cave right after fighting Jenova Life. I believe it's the cave immediately after Ancient Forest, but all that happened when I went in there is Cloud saying "this cave sure is dark". Is it not available until later?


Well, you didn't find the weapon but you did find my little 1.5 easter egg.

Greetings!

I'm close to finishing 2.0 (normal mode) and I love it. I can't see myself ever going back to vanilla after this.

One thing is bugging me, though.

I've beaten all the superbosses except for ????. The readme hints that you need to give all the 1/35 soldiers to the hooded character onboard the Highwind -I get no such option-, yet the NPC in the cockpit says it's in the Shinra mansion. I've tried to activate the piano there, but [switch] and [L1+menu] give me a "cancel" sound and nothing happens.

Is there anything else that's escaping me?

The 1/35 soldier item thing is actually for a Materia, not a boss fight. Seems that Len's answered about the piano, so I'm assuming you've found the fight. Which also reminds me, I need to sort out that other thing.

244
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-01 20:33:19 »
By using Black Chocobo I added the final Enemy Skill (Roulette) which became Tranfusion in-game.

I am not able to find a scene.bin in (ff7/data/battle), but there is one in (lang-en/battle), which is linked below (i dont have the tools to open it)
https://drive.google.com/file/d/1UKdf-24YEVycha6J7Efi5Bv7xxcQ4vMI/view?usp=sharing

Thanks again!

If you've added the skill then I guess that's that. I'll check through anyway and let you know if I find where it was.

I' stuck again, I don't know if I am underleveled?
This boss was fine until he spawned his minions and then they all attacked me with some aoe spell before I could even act once and died. My barrier ran out too before.

Also I am sad physical damage got nerfed so hard. Cloud and Barret do like 300 to 500 damage per attack while Tifa does 1500-3500 AOE damage :(
I skilled everything on strenght on Cloud and Barret. And Materia too.

This particular boss is maybe a bit too dangerous when those adds come out; I think the best thing to do is hang fire when the main boss' tail goes up and get everyone fixed up for the little guys. They can be hit by insta-KO, Mini, Stop, Petrify, and Paralysis so if you have either Odin, Alexander, Titan, Typhon, or Ramuh then you can hit them with that to crowd control them a lot easier. If you have the Flash command (or added effect + destruct on a weapon with Slash-All), then that can sweep them out quickly as well. For defence, you'll want fire protection for the W-Flare but mostly Bolt protection for Shock and the little one's spark attack.

Also, the OPTs are a bit different in that they are weak to Ice and Holy instead of electric so Alexander should hit fairly hard + apply Stop to some of them.

Made an account here just to say how much I'm enjoying this. I'm playing type B and loving every second.

I do have two questions. Is the documentation that comes with the file the extent of what's available, and the rest we just go ahead and discover on our own? I'm happy with that, just a bit worried about missables.

And a more specific one - what's the red Dragon DS I just got in the golden saucer for? Just got here for the first time.

The documentation lists a location for everything but not all of the locations. There is a document on the first page of this thread that was generated by a user called Berub that lists all the items given by enemies through drop, steal, and morph though the list uses the default item/equipment names so some entries will vary slightly to what you actually find text-wise (echo drop instead of echo screen for instance).

The Key Item is just for collection sake and also as a reference to what the last round of that minigame is.

245
Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-12-01 20:22:09 »
Hi there,

I just setup this mod for my run and I have encoutered something quite odd.
First, my Cloud holds a HP<-> MP materia on his sword wich I cannot (yet) change. The materia is on a invisible slot so i cannot change the materia either. It results of him having 18 Hp until i can equip him another weapon (I guess, in fact I don't know if those materias are linked to Cloud or to the sword). But that's ok.
I am in the Wall Market, questing to get him dressed properly. I have all of the best items for this, so he should be the one that Don Corneo chooses. But that's not the case. Instead, Corneo chooses Aerith. This leads to Cloud having non-avoidable encounters with Corneo's minions. But as he has only 18 HP I always get one-shooted by the minions that attacks faster than I can.

I had to setup another Seed of variable and to load my save to get it right. My theory is that the variable that the mod make "random" also apply to this statistic (the one that determines wich character Corneo chooses). If it is the case, this can lead to a very soft-lock of the game as the player may not be able to continue playing.
It can be interresting to look at this.

My seed for the game that soft-locks is : 199556406 or 200123859 (I don't remember wich one it is, Cloud might have 18 HP and be in permenant Fury/Berserkr)

The battle part of the randomiser doesn't affect the field script; what Cloud needs for the date is the dress, wig, tiara, perfume, and undergarments. The last 'item' is actually a randomly determined bonus; the makeup can give a varying number of points when applied, indicated by the SFX that plays afterwards.

However, there is an RNG table in the kernel that I'm unsure if it gets used by the field script or not. I also suspect that this option itself is what can lead to bad seeds so the option to change that is being dropped for stability for the time being.

246
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-28 21:35:54 »
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?

Spoiler: show

If it's 2.0, then you need to first whittle down her defences using low-cost spells/attacks as she'll lose some defence or magic defence whenever hit by an attack of that type. There's a few ways of going about this efficiently:

Fire is a good option as it's low MP cost and also has its own innate stacking defences reduction (1%) that'll make the process faster; Braver and Climhazzard are also good as they have this same effect and with a higher %-reduction (I think it was about 10-15% reduction per use).

Support Materia like Added Cut are also a good choice because they're counted as a separate action, meaning you can cast a spell to lower magic defence and then it'll follow up with a physical attack to reduce her physical defence (or you can attach it to a Command Materia like Deathblow to reduce her physical defence twice in a row).

Another option is to use your newly acquired Comet spell which ignores magic defence and will let you deal decent damage albeit at a higher MP cost; Comet is a good choice for early on until her defences have been reduced enough that you can swap over to conventional elemental magic and attacks. Laser and Summons also ignore magic defence so these can be used as well.

The other side of this is standing up to her attacks; I've made a list of the attacks and their effects below:
Red Light: Non-elemental, magic-attack
Nuclear Pores: ???? Element, magic-attack, reduces target's defence stats by 20%
Silence: Like the spell, inflicts Silence
Gas: ???? Element, magic-attack, inflicts Death Sentence
Iron Summon: Physical attack, Blunt/Shoot element
W-Iron Summon: Same as Iron Summon but stronger and less accurate
Death: Inflicts KO with a roughly 50% chance, is used once in the fight
[Counter] Meteorain: Shoot element, magic-attack, used at 25% HP.
[Counter] Nemain: Raises defence stats by 25%, grants Wall, used at 50% HP
[Counter]Everyone's Grudge: Deals damage equal to target's kills * 5

The Protect Vest accessory can be handy for the physical attacks as it reduces shoot-element damage. The ???? element can be protected against by using the Guard Ring acquired from the chest in the Whirlwind Maze before the boss, or by combining elemental with a non-elemental Materia (I think Command Materia are an option for it). Generally though I think Barrier and MBarrier are the go-tos for this one so I would combine that with one of your furthest-along All Materia.

Some KO protection would be handy but it isn't essential to have it on everyone; the Safety Bit provides that, or Added Effect + Destruct, and the enemy skill Deathforce (which can only cover one target at a time mind; if the caster uses it again on a different target, then the previous target of Deathforce loses its protection). If someone is inflicted with Death Sentence and doesn't have KO protection, then Dispel/Holy Mirror can sort it out, or you can use a Black Veil item (or the Deathforce skill) if you still have it to sort them out. Otherwise, keep the Life spell handy to bring someone up who gets hit by the Death cast or has their Death Sentence timer clock out or failing that have remaining characters take their turn together for phoenix down + healing.

For silence there's option like Seal + Added Effect, Fairy Ring, or the Rune Armlet, but having an Echo Drop on hand would also suffice if you want to focus on guarding against other things instead.

One hidden option is the accessory Relic Ring; what this does is essentially turn the character into a 'zombie' with the following effects: maxed defence/magic-defence, absorb poison, gravity, and ????, and block the KO, sleep, poison, confu, silence, frog/mini, petrify, dual, death sentence, and blind statuses. However as a trade-off, it makes the character take damage from restorative spells and also blocks the Regen status so you would want to heal this character using Poison/Gravity attacks instead of conventional healing spells. This accessory was sitting in a chest in the area after the Sleeping Forest, just before exiting onto the world map to reach the Forgotten City (where Water Ring originally sits).

Finally, have Sense active on Jenova Death so you can keep track of her HP; once she hits 10,000HP or below she'll use a one-time counter-attack of Meteorain so you want to be nice and healthy before hitting her past that point or failing that have all 3 characters alive to spread the damage a bit. You should also have Debarrier handy for the 20,000HP mark to get rid of her Wall from Nemain. The counter-attack at 30,000 HP, everyone's grudge, will depend on who it is casted on; if that character has unlocked their Lv.3 limits then it may hit a bit harder as they'll have more kills but on the whole it tends not to be overly dangerous unless they ground out their Limits very early on and are actively in the party as a damage-dealer.


Dude I absolutely loved the NTM 2.0 This was so well done thank you devs I just finished it yesterday on stream https://www.facebook.com/kiwihackman/videos/235652004784978 ALRiiiGHT!!! Now I'm grinding the side bosses and can I ask WTF is that Globe In Shinra Mansion Is that FFVII's Version of Ozma?


Cheers

Kiwi

Glad to hear you enjoyed it.

Spoiler: show
Yeah, it's Ozma; I tried to recreate the AI as closely as I could so it'll act whenever you do something to mimic the 'ATB fill' behaviour it has from FF9.


Nice, in that case i can recycle it. But well in the case of 2.0 it seems that you use some of that slots(i think),and i dont want to change any battle from NT,so im gonna check better what slots i can use O_o
Thanks

I think all the Bizarro iterations are used in 2.0, it depends on party level.

Is it NT 2.0? For me it was kinda easy, defeated it on first try.
Spam Comet + MP Turbo with your highest Magic character and support with the 2 others (don't forget to steal the items)

None of her attacks does really high damage, maintain your character full HP and refresh Barrier and BarrierM as many as you can.
I think i managed to slow her too. (and obviously mine was Haste)

@Sega Chief: Where do we find the "Slash-All" materia in Great Glecier?


If you go to the mountain on the far-right of the map and go to the top, there are several routes leading off the peak; you want the one that goes to the top-left (there are two paths going top-left, you want the upper one). Ignore the top-right path that seems to go over the peak.

You'll end up on a mountain route that's shaped like this: \
On one of those screens, the 2nd or 3rd, you'll see the yellow materia on the right-hand side of the path where Added Cut was.

Hey SagaChief

I am 99% of the way through 1.5, and literally only missing the final bosses and one enemy skill.

The problem is that while digging through the forum gives varying results in what/where the last enemy skill is.

The build is 17th July 2018, and just to help even more, i can tell you that

-Death Dealers in the Crater are not Manipable, and do not casually use Roulette
-Pollensalta has both Beta and Mustard bomb, but not Chronocure
-Lv.5 suicide is now Quarry Fuse
-Dragon Force is now Time Flare

Im not sure how helpful this information is regarding which build version it might be, but hopefully it can help with knowing which/where the last enemy skill is.

That's a fairly old build; I think the best way to figure it out would be to get a screenshot of which skill is missing in your list, and then a copy of that build's scene.bin (located in ff7/data/battle) so I can check it and find out where the missing skill is.

247
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-24 19:56:07 »
Thanks for the answers.

Another question: when Aeris leaves the party close to the end of CD1, i didn't get back the armlet she had (Wizard something with a lot of slot...)
Is it normal?

Thanks!

Yeah it's an unfortunate shortcoming of the way the game deals with armour; it can't have nothing in the Armour slot (same with weapon) so that stays while everything else (materia + accessory) is unequipped.

Hi Sega! 8)
Congratulations for the 2.0  ;)
One quick question. Do you remember if your 1.5 NT has the Bizarro Sephiroth battle, with 3 teams,   active?
I want to prepare a mod(old) to make it compatible with NT, making as a complement to it( NT as required mod), and the 9 slots of Bizarro are the only that i need to make it(in my translation i had that battle disabled for problems and i think that in your version maybe you disabled too)
I also was thinking in make it for 2.0 but i think that the scene.bin its full xD

Thanks ;)

Yeah I disabled the 3-party battle in that so those 3 iterations should be free; however, I realised recently that I had the Bizarro scenes named wrong in the scene.bin (invisible to player, was for my reference that I named the unused enemy slot next to each one). 2.0 has the correct naming order so refer to that before removing Bizarro scenes.

248
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-23 01:03:09 »
Hello Sega Chief! I love your mod. I've played 1.4 and 2.0 and I've had such a blast.

Recently I used a gold chocobo to get to the great glacier area right after the icicle Inn to visit the silver chocobo. In the vanilla game the south exit by the sign took you back to the town of Icicle Inn, and the weird slide thing took you to the world map area in between the great glacier and the Icicle Inn, where my chocobo is currently parked. :/ I've been back to the ranch, and couldn't ride another chocobo, or find any other way to get the one gold chocobo I had out of that area.

Do you have any advice? I'm kinda stuck, a wild caught chocobo can't access where mine is either.

A save editor could perhaps move the chocobo on the world map; the Black Chocobo tool should be able to do it. That or it could set your coords to be within the area of the Gold Chocobo.

Hi!

Just to report a little issue. When the Yuffie Wutai Quest n°1 launch you lose all your materias, some materia were still in my possession:

1 x Osmose equipped on Aeris weapon
2 x Fire + 1 x Slow on the stock

Is it normal?

By the way i'm not really using Fire, Lightning, Ice, Erath, Poison Materia. It's nice to male them more different but it seems not enough base attack to be worth the slot. (As in the original game) Do i miss something?

PS: Sometimes the game launch in French... don't know why...

PS2:
Spoiler: show
As we don't met Materia Keeper in , where Trine can be learned?


Yuffie can't steal all your Materia, there's a limit to how much can be 'stored' in the savefile and she'll leave stuff based on a priority system (Summon Materia has highest priority to be stolen and so on).

The game launching in French I don't know, probably an install thing.

Trine can be picked up from Godo or Stilva in Gaea's Cliffs; Crater Dragon in North Crater has it via Manipulate if it's missed.

249
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-21 20:50:33 »
I am playing 2.0, and im just wondering is there a way to break damage limit? i used the 9999lb patch on my original ffvii but when i play on NT 2.0 i still do 9999 damage ;-; , is there a mod that allows us to break the limit?

Break damage limit is a series of exe patches that set up the new number for it so those will need to be added in a way that doesn't get overwritten.

If using the installer, the change will need to be added to the .exe after patching. I'd probably need to do this.

If using 7th Heaven, the change could be added to its hext file as per the Tifa Reels post a little further up.

Do you have a copy of this patch I can look at? Or is it on 7th heaven as a mod option? I'll be able to maybe see what can be done there.

Also how do we start the dark side quest here? i cant find DIO in his museum :/, is there a walkthrough that i can read for NT 2.0 because i would love to 100% it

2.0 doesn't have this sidequest anymore, it was retired and the scripts were converted (partially) for the Type B mode.

Hi!

I have few crashs. I have 3 mods activated:
- NW 2.0
- Field Textures from Qhimm Catalog with the 4x Upscale SYW 4
- Enhanced Stock UI-rel2

I have the log of the crash but it's too long to be posted here.


I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.

250
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-19 16:34:55 »
Hi! Thanks for your answer.

In the notes of the 2.0 Version it is said tha Matra Magic will be used in the fight with Sample Opt. I don't have it, maybe killed it before he used it, don't know... Is it a different way to learn Magic Matra?

For the Tifa's slot i tried the square/switch button trick. Yes, i saw that the slot just advance one to one with this trick but i don't succed in confirming the right text. Don't we have a way to mod the game on this only point without creating issue with New Threat?

By the way, do you want some help for NW FF8? Can we help with low skills ^^?

PS: The Qhimm Mod for User Interface seems working just fine but it looks like the same as Chrisalys's



Matra Magic can be learned from Custom Sweepers in the Midgar Area of the world map (wasteland areas).

The hex for tifa's slots could be added to the IRO's hext file; open the 7th heaven launcher, then under Tools >IRO Tools select Unpack IRO; select the NT IRO from the FF7/mods folder and unpack it. In the unpacked folder find the hext folder and add this to the notepads (anywhere is fine):

Code: [Select]
6E31E8 = B0 02 90 90 90 90 90
6E34A0 = B0 02 90 90 90 90 90
6E3778 = B1 02 90 90 90 90 90

In the 7th heaven launcher go to tools > IRO tools again and select pack IRO. Select the unpacked folder and save it as an IRO with no compression. Remove the old NT IRO from your mods list and import your new NT IRO using the Import Mod button in the top right of 7th heaven.

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